void Transform::ComputeTransformMatrix(glm::mat4& _mat) { Transform* parent = GetEntity()->GetParent()->GetComponent<Transform>(); if(parent) { parent->ComputeTransformMatrix(_mat); } // translation _mat = glm::translate(_mat, m_pos); // rotation _mat *= glm::toMat4(m_rot); // scale _mat = glm::scale(_mat, m_scale); }